//k1 edit 2021.12.09

if (!isServer) exitwith {};

private ["_center", "_staticWeaponClasses", "_parkedVehicleClasses"];
private ["_object", "_pos", "_marker", "_instanceNo", "_randomNo", "_gun", "_angle", "_car"];
_center = _this select 0;


_staticWeaponClasses = _this select 1;
_parkedVehicleClasses = _this select 2;
private _rotation = random 360;

[_center,25] call a3e_fnc_cleanupTerrain;

if (isNil "drn_BuildAmmoDepot_MarkerInstanceNo") then {
	drn_BuildAmmoDepot_MarkerInstanceNo = 0;
}
else {
	drn_BuildAmmoDepot_MarkerInstanceNo = drn_BuildAmmoDepot_MarkerInstanceNo + 1;
};
_instanceNo = drn_BuildAmmoDepot_MarkerInstanceNo;

_fnc_rotatePos = {
private ["_centerPos", "_pos", "_dir"];
private ["_px", "_py", "_mpx", "_mpy", "_ma", "_rpx", "_rpy"];
_centerPos = _this select 0;
_pos = _this select 1;
_dir = _this select 2;
    _px = _pos select 0;
    _py = _pos select 1;
    _mpx = _centerPos select 0;
    _mpy = _centerPos select 1;
    _ma = _dir;
    _rpx = ( (_px - _mpx) * cos(_ma) ) + ( (_py - _mpy) * sin(_ma) ) + _mpx;
    _rpy = (-(_px - _mpx) * sin(_ma) ) + ( (_py - _mpy) * cos(_ma) ) + _mpy;
[_rpx, _rpy, (_pos select 2)];
};

_pos = [_center,_center vectorAdd [-10.2106,4.54272,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_5m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.999996,0.00287123,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-9.78967,6.03186,0],_rotation] call _fnc_rotatePos;
_obj = "Land_LampShabby_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.739872,-0.672748,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-5.52759,6.67126,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_10m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.00534881,-0.999986,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [4.57214,6.7522,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_10m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.00534881,-0.999986,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-10.314,-6.51233,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_5m_F" createvehicle _pos;
_obj setVectorDirAndUp [[1,-2.44816e-005,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-10.6722,-1.05103,0],_rotation] call _fnc_rotatePos;
_obj = "Land_Net_Fence_Gate_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.999996,0.00287123,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;



    // Cars
	_parkedVehicleClasses append ["C_Heli_Light_01_civil_F","B_Heli_Light_01_F","I_Heli_light_03_unarmed_F"];
    if (random 10 > 1) then {
        _car = selectRandom _parkedVehicleClasses;
    }else{
        _car = "";
    };
    
    if (_car != "") then {
        //_object = _car createVehicle _pos;
        //_object = createVehicle [_car, _pos, [], 0, "NONE"];
		
		_pos = [_center,_center vectorAdd [-2.90967,3.92102,0.000301838],_rotation] call _fnc_rotatePos;
		_obj = createvehicle [_car, _pos, [], 0, "NONE"];
		_obj setVectorDirAndUp [[1,-0.000440045,0],[0,-0,1]];
		_obj setdir ((getdir _obj) + _rotation);
		_obj setPosATL _pos;

		if !(_obj isKindOf "air") then {[_obj,A3E_VAR_Side_Opfor] spawn A3E_fnc_AddStaticGunner};
		
		//_obj allowDamage false;
		Escape_all_assets pushback _obj;
		_obj setVariable ["Escape_assets_control", true, true];
    };

_pos = [_center,_center vectorAdd [-11.0073,-8.27209,0],_rotation] call _fnc_rotatePos;
_obj = "Land_BagFence_End_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.000345146,1,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-12.5851,-5.17175,0],_rotation] call _fnc_rotatePos;
_obj = "Land_BagFence_Round_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.788684,-0.614799,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [-11.0167,-4.33191,0],_rotation] call _fnc_rotatePos;
_obj = "Land_BagFence_End_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.000345146,1,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;



_pos = [_center,_center vectorAdd [-12.5383,-7.54541,0],_rotation] call _fnc_rotatePos;
_obj = "Land_BagFence_Round_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.713115,0.701047,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;


//Statics
    if (count _staticWeaponClasses > 0) then {
        _gun = selectRandom _staticWeaponClasses;
		_pos = [_center,_center vectorAdd [-11.7528,-6.52271,0.0750003],_rotation] call _fnc_rotatePos;
		_obj = createVehicle [_gun, _pos, [], 0, "NONE"];
		_obj setVectorDirAndUp [[-0.999998,0.00176479,0],[0,0,1]];
		_obj setdir ((getdir _obj) + _rotation);
		_obj setPosATL _pos;
		Escape_all_assets pushback _obj;
		Escape_allStatics pushback _obj;
		_obj setVariable ["Escape_assets_control", true, true];
    };

_pos = [_center,_center vectorAdd [-5.54004,-9.3822,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_10m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.00534881,-0.999986,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;


_pos = [_center,_center vectorAdd [7.77478,-2.05566,0],_rotation] call _fnc_rotatePos;
_obj = "Land_LampShabby_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.0544991,0.998514,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [9.48694,4.03503,0],_rotation] call _fnc_rotatePos;
_obj = "Land_Net_Fence_Gate_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.999999,0.00140818,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [9.79907,-3.88293,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_10m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.999996,0.00287123,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

_pos = [_center,_center vectorAdd [3.01978,-8.02002,0],_rotation] call _fnc_rotatePos;
//_obj = "Flag_CSAT_F" createvehicle _pos;
_obj = createVehicle ["FlagPole_F", _pos, [], 0, "NONE"];
_obj setVectorDirAndUp [[0.0760487,-0.997104,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;
_obj setflagtexture A3E_VAR_Flag_Opfor;

_pos = [_center,_center vectorAdd [4.15967,-5.37695,0],_rotation] call _fnc_rotatePos;
_obj = "Land_Cargo_House_V2_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.999996,0.00287123,0],[0,0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;


// Weapons
//_pos = [_center,_center vectorAdd [-0.278687,-7.39478,0],_rotation] call _fnc_rotatePos;
//_obj = "Box_Ammo_F" createvehicle _pos;
//_obj setVectorDirAndUp [[-0.999874,-0.0158694,0],[-0,0,1]];

    private ["_weapons", "_weaponMagazines", "_box", "_weaponCount"];

    // Basic Weapon Box
    
    _weapons = [];
    _weaponMagazines = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotBasicWeapons - 1) do {
        private ["_handGunItem", "_weaponClassName", "_probabilityOfPrecence", "_minCount", "_maxCount", "_magazines", "_magazinesPerWeapon"];
        
        _handGunItem = a3e_arr_AmmoDepotBasicWeapons select _i;
        
        _weaponClassName = _handGunItem select 0;
        _probabilityOfPrecence = _handGunItem select 1;
        _minCount = _handGunItem select 2;
        _maxCount = _handGunItem select 3;
        _magazines = _handGunItem select 4;
        _magazinesPerWeapon = _handGunItem select 5;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _weaponCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons pushBack [_weaponClassName, _weaponCount];
            
            for "_j" from 0 to (count _magazines) - 1 do {
                _weaponMagazines pushBack [_magazines select _j, _weaponCount * _magazinesPerWeapon];
            };
        };
    };
    
    if (count _weapons > 0 || {count _weaponMagazines > 0}) then {
        //_box = "Box_East_Wps_F" createVehicle [(_middlePos select 0) - 3, (_middlePos select 1) + 0, 0];
        //_box = createVehicle ["Box_East_Wps_F", [(_middlePos select 0) - 3, (_middlePos select 1) + 0, 0], [], 0, "CAN_COLLIDE"];
		
		_pos = [_center,_center vectorAdd [-4.62939,-4.94458,0],_rotation] call _fnc_rotatePos;
		_box = "Box_East_Wps_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.999965,0.00837127,0],[0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //
		
        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;

        
        {
            _box addWeaponCargoGlobal _x;
        } foreach _weapons;
        
        {
            _box addMagazineCargoGlobal _x;
        } foreach _weaponMagazines;
    };

    // Special Weapon Box
    
    _weapons = [];
    _weaponMagazines = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotSpecialWeapons - 1) do {
        private ["_handGunItem", "_weaponClassName", "_probabilityOfPrecence", "_minCount", "_maxCount", "_magazines", "_magazinesPerWeapon"];
        
        _handGunItem = a3e_arr_AmmoDepotSpecialWeapons select _i;
        
        _weaponClassName = _handGunItem select 0;
        _probabilityOfPrecence = _handGunItem select 1;
        _minCount = _handGunItem select 2;
        _maxCount = _handGunItem select 3;
        _magazines = _handGunItem select 4;
        _magazinesPerWeapon = _handGunItem select 5;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _weaponCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons pushBack [_weaponClassName, _weaponCount];
            
            for "_j" from 0 to (count _magazines) - 1 do {
                _weaponMagazines pushBack [_magazines select _j, _weaponCount * _magazinesPerWeapon];
            };
        };
    };
    
    if (count _weapons > 0 || {count _weaponMagazines > 0}) then {
        //_box = "Box_East_WpsLaunch_F" createVehicle [(_middlePos select 0) + 3, (_middlePos select 1) + 0, 0];
		_pos = [_center,_center vectorAdd [-1.5481,-4.83618,0],_rotation] call _fnc_rotatePos;
		_box = "Box_East_WpsLaunch_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.999231,0.0392098,0],[0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //
		
        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;
        
        {
            _box addWeaponCargoGlobal _x;
        } foreach _weapons;
        
        {
            _box addMagazineCargoGlobal _x;
        } foreach _weaponMagazines;
    };

	/*if((Param_Waffelbox)==1) then {
		_box = createVehicle [a3e_additional_weapon_box_1, [(_middlePos select 0) + 0, (_middlePos select 1) + 3, 0], [], 0, "CAN_COLLIDE"];
		_box = createVehicle [a3e_additional_weapon_box_2, [(_middlePos select 0) + 3, (_middlePos select 1) + 3, 0], [], 0, "CAN_COLLIDE"];
	 };*/
    // Ordnance
    
    _weapons = [];
    _weaponMagazines = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotOrdnance - 1) do {
        private ["_handGunItem", "_weaponClassName", "_probabilityOfPrecence", "_minCount", "_maxCount", "_magazines", "_magazinesPerWeapon"];
        
        _handGunItem = a3e_arr_AmmoDepotOrdnance select _i;
        
        _weaponClassName = _handGunItem select 0;
        _probabilityOfPrecence = _handGunItem select 1;
        _minCount = _handGunItem select 2;
        _maxCount = _handGunItem select 3;
        _magazines = _handGunItem select 4;
        _magazinesPerWeapon = _handGunItem select 5;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _weaponCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons pushBack [_weaponClassName, _weaponCount];
            
            for "_j" from 0 to (count _magazines) - 1 do {
                _weaponMagazines pushBack [_magazines select _j, _weaponCount * _magazinesPerWeapon];
            };
        };
    };
    
    if (count _weapons > 0 || {count _weaponMagazines > 0}) then {
        //_box = "Box_East_WpsSpecial_F" createVehicle [(_middlePos select 0) + 0, (_middlePos select 1) - 3, 0];
        //_box = createVehicle ["Box_East_WpsSpecial_F", [(_middlePos select 0) + 0, (_middlePos select 1) - 3, 0], [], 0, "CAN_COLLIDE"];
		
		_pos = [_center,_center vectorAdd [-8.66211,-7.44202,0],_rotation] call _fnc_rotatePos;
		_box = "Box_East_WpsSpecial_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.999874,-0.0158694,0],[-0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //
		
        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;
        
        {
            _box addWeaponCargoGlobal _x;
        } foreach _weapons;
        
        {
            _box addMagazineCargoGlobal _x;
        } foreach _weaponMagazines;
    };
    
    // Vehicle
    
    _weapons = [];
    _weaponMagazines = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotVehicle - 1) do {
        private ["_handGunItem", "_weaponClassName", "_probabilityOfPrecence", "_minCount", "_maxCount", "_magazines", "_magazinesPerWeapon"];
        
        _handGunItem = a3e_arr_AmmoDepotVehicle select _i;
        
        _weaponClassName = _handGunItem select 0;
        _probabilityOfPrecence = _handGunItem select 1;
        _minCount = _handGunItem select 2;
        _maxCount = _handGunItem select 3;
        _magazines = _handGunItem select 4;
        _magazinesPerWeapon = _handGunItem select 5;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _weaponCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons pushBack [_weaponClassName, _weaponCount];
            
            for "_j" from 0 to (count _magazines) - 1 do {
                _weaponMagazines pushBack [_magazines select _j, _weaponCount * _magazinesPerWeapon];
            };
        };
    };
	
	 _items = [];
	 for "_i" from 0 to (count a3e_arr_AmmoDepotVehicleItems - 1) do {
        private ["_item", "_itemClassName", "_probabilityOfPrecence", "_minCount", "_maxCount"];
        
        _item = a3e_arr_AmmoDepotVehicleItems select _i;
        
        _itemClassName = _item select 0;
        _probabilityOfPrecence = _item select 1;
        _minCount = _item select 2;
        _maxCount = _item select 3;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _itemCount = floor (_minCount + random (_maxCount - _minCount));
            _items pushback [_itemClassName, _itemCount];
        };
    };
	
	
    if (count _weapons > 0 || {count _weaponMagazines > 0} || {count _items > 0}) then {
        //_box = "Box_NATO_AmmoVeh_F" createVehicle [(_middlePos select 0) + 0, (_middlePos select 1) + 0, 0];
        //_box = createVehicle ["Box_NATO_AmmoVeh_F", [(_middlePos select 0) + 0, (_middlePos select 1) + 0, 0], [], 0, "CAN_COLLIDE"];
		
		_pos = [_center,_center vectorAdd [-7.50476,-5.06494,0],_rotation] call _fnc_rotatePos;
		_box = "Box_NATO_AmmoVeh_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.999874,-0.0158694,0],[-0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //

        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;
        
        {
            _box addWeaponCargoGlobal _x;
        } foreach _weapons;
        
        {
            _box addMagazineCargoGlobal _x;
        } foreach _weaponMagazines;
		{
            _box addBackpackCargoGlobal [_x,4];
        } foreach a3e_arr_AmmoDepotVehicleBackpacks;
		{
            _box addItemCargoGlobal _x;
        } foreach _items;
    };
    
    // Items

    _weapons = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotItems - 1) do {
        private ["_item", "_itemClassName", "_probabilityOfPrecence", "_minCount", "_maxCount"];
        
        _item = a3e_arr_AmmoDepotItems select _i;
        
        _itemClassName = _item select 0;
        _probabilityOfPrecence = _item select 1;
        _minCount = _item select 2;
        _maxCount = _item select 3;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _itemCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons pushBack [_itemClassName, _itemCount];
        };
    };
    
    if (count _weapons > 0) then {
        //_box = "Box_East_Wps_F" createVehicle [(_middlePos select 0) + 0, (_middlePos select 1) + 3, 0];
        //_box = createVehicle ["Box_East_Wps_F", [(_middlePos select 0) + 3, (_middlePos select 1) - 3, 0], [], 0, "CAN_COLLIDE"];

		_pos = [_center,_center vectorAdd [-5.63904,-7.51245,0],_rotation] call _fnc_rotatePos;
		_box = "Box_East_Wps_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.0739712,-0.99726,0],[0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //

        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;
        
        {_box addItemCargoGlobal _x} foreach _weapons;
    };

    // Launchers
    
    _weapons = [];
    _weaponMagazines = [];
    
    for "_i" from 0 to (count a3e_arr_AmmoDepotLaunchers - 1) do {
        private ["_handGunItem", "_weaponClassName", "_probabilityOfPrecence", "_minCount", "_maxCount", "_magazines", "_magazinesPerWeapon"];
        
        _handGunItem = a3e_arr_AmmoDepotLaunchers select _i;
        
        _weaponClassName = _handGunItem select 0;
        _probabilityOfPrecence = _handGunItem select 1;
        _minCount = _handGunItem select 2;
        _maxCount = _handGunItem select 3;
        _magazines = _handGunItem select 4;
        _magazinesPerWeapon = _handGunItem select 5;
        
        if (random 100 <= _probabilityOfPrecence) then {
            _weaponCount = floor (_minCount + random (_maxCount - _minCount));
            _weapons set [count _weapons, [_weaponClassName, _weaponCount]];
            
            for "_j" from 0 to (count _magazines) - 1 do {
                _weaponMagazines set [count _weaponMagazines, [_magazines select _j, _weaponCount * _magazinesPerWeapon]];
            };
        };
    };
    
    if (count _weapons > 0 || {count _weaponMagazines > 0}) then {
        //_box = "Box_East_WpsLaunch_F" createVehicle [(_middlePos select 0) - 3, (_middlePos select 1) - 3, 0];
        //_box = createVehicle ["Box_East_WpsLaunch_F", [(_middlePos select 0) - 3, (_middlePos select 1) - 3, 0], [], 0, "CAN_COLLIDE"];
		
		_pos = [_center,_center vectorAdd [-2.97229,-7.60938,0],_rotation] call _fnc_rotatePos;
		_box = "Box_East_WpsLaunch_F" createvehicle _pos;
		_box setVectorDirAndUp [[-0.999602,0.0282007,0],[0,0,1]];
		_box setdir ((getdir _box) + _rotation);
		_box setPosATL _pos;
		_box allowDamage false; //

        clearWeaponCargoGlobal _box;
        clearMagazineCargoGlobal _box;
        clearItemCargoGlobal _box;
		clearBackpackCargoGlobal _box;
        
        {_box addWeaponCargoGlobal _x} foreach _weapons;
        { _box addMagazineCargoGlobal _x} foreach _weaponMagazines;
    };

_pos = [_center,_center vectorAdd [4.53369,-9.31958,0],_rotation] call _fnc_rotatePos;
_obj = "Land_New_WiredFence_10m_F" createvehicle _pos;
_obj setVectorDirAndUp [[0.00534881,-0.999986,0],[0,-0,1]];
_obj setdir ((getdir _obj) + _rotation);
_obj setPosATL _pos;

    // Set markers
    
    //_marker = createMarker ["drn_AmmoDepotMapMarker" + str _instanceNo, _middlePos];
    //_marker setMarkerType "o_installation";
      //_marker setMarkerType "o_installation";
	  
    ["drn_AmmoDepotMapMarker" + str _instanceNo,_center,"o_installation"] call A3E_fnc_createLocationMarker;

    _marker = createMarkerLocal ["drn_AmmoDepotPatrolMarker" + str _instanceNo, _center];
    _marker setMarkerShapeLocal "ELLIPSE";
    _marker setMarkerAlphaLocal 0;
    _marker setMarkerSizeLocal [50, 50];